Clothing provides minimal protection to unarmored hit locations

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Rias
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Clothing provides minimal protection to unarmored hit locations

Post by Rias »

Per the changelog: If damage strikes a target's unarmored hit location that is covered by some kind of apparel, the apparel will now provide a slight amount of damage reduction and suffer durability loss in the process. (If armor is present on the struck hit location, any apparel will be ignored.)

At the moment, all clothing provides the same base level of damage reduction regardless of item type or material. Clothing made of materials with special supplemental resistances should still get those bonuses, however. A single clothing piece can cover multiple locations; to see which hit locations a piece of clothing would protect, EXAMINE it and note which locations it says it would provide warmth to. This means coats will protect the arms as well as the chest, back, and abdomen. Robes will protect everything but the head and hands.

Only one clothing item counts, so there's no need to try and stack layers of clothing for extra protection. The system does its best to check for layers. For instance, wearing a robe over a shirt and pants would mean the robe would be counted as the "armor" while the shirt and pants would be ignored.

Just to be extra clear: Wearing a real armor piece on a hit location also covered by clothing means the clothing will be neither protective nor damaged. Wearing a cuirass over a tunic means the tunic will be safe from harm when struck on the chest, back, or abdomen. And goofy though it may be, wearing armor under a robe means the robe will not be damaged, only the armor. (This last one may change at some point.)

Enjoy the additional opportunities to offer repair services, tailors and leatherworkers!
<Rias> PUT ON PANTS
<Fellborn> NO
Agelity
Posts: 94
Joined: Mon Sep 11, 2017 9:48 am

Re: Clothing provides minimal protection to unarmored hit locations

Post by Agelity »

Love the idea of this, my only questions would pertain to non-typical clothing items, ornaments, jewlery, etc.

For clothing items that distinctly aren't cloth/leather and thus prone to receiving damage (namely merchant-only items made of bone, wood, other "natural" materials, etc.) are there planned ways to have those be repairable or are those just SOL if they get too damaged and need to be replaced whenever a new merchant comes by?
Serity
Posts: 129
Joined: Wed Feb 16, 2022 2:59 pm

Re: Clothing provides minimal protection to unarmored hit locations

Post by Serity »

With the increased amount of items taking damage as a result of this change, having to examine more items than usual for damage (which items they are might change day-to-day) has gotten more tedious. Would it be possible to get an exact percentage for condition on the 'eq slots' command so everything can be looked over at-a-glance? Something along these lines, perhaps...
hat: a fey-green plaid wool flat cap (84%)
cuirass: a fine frosty-white wyrm-scale cuirass (scuffed) (71%)
gloves: some fine shadowy-gray wool gloves (scuffed) (68%)
I'd suggest for the armor command, but with the new change, clothing doesn't show up on there.
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Maina
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Re: Clothing provides minimal protection to unarmored hit locations

Post by Maina »

Serity wrote: Sat Aug 26, 2023 12:17 pm With the increased amount of items taking damage as a result of this change, having to examine more items than usual for damage (which items they are might change day-to-day) has gotten more tedious. Would it be possible to get an exact percentage for condition on the 'eq slots' command so everything can be looked over at-a-glance? Something along these lines, perhaps...
hat: a fey-green plaid wool flat cap (84%)
cuirass: a fine frosty-white wyrm-scale cuirass (scuffed) (71%)
gloves: some fine shadowy-gray wool gloves (scuffed) (68%)
I'd suggest for the armor command, but with the new change, clothing doesn't show up on there.
This is a good idea, though it also seems a prime candidate for a toggle.
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